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The Dream Machine: Reviewing Chapters 1 to 3
By Erwin Broekhuis

We review the first 3 chapters of The Dream Machine, a point & click adventure game made out of clay and cardboard.

2 Comments  | Continue 


The Journey Down Chapter 1: Over The Edge
By Erwin Broekhuis

SkyGoblin's first chapter of The Journey Down was released a while ago this year in May. As the team is currently laying the last hands on their second chapter, I sit down to go "Over The Edge".

3 Comments  | Continue 


Resonance
By Erwin Broekhuis

After a 5-year development cycle Vince Twelve, together with Dave Gilbert's Wadjet Eye Games, delivered an impressive sci-fi thriller that manages to mix old and new adventure paradigms together well.

17 Comments  | Continue 


Out Of Order retrospective: The big (speak) easy
By Tim Furnish

In this article, Tim Furnish writes about writing dialogue for Out Of Order.

2 Comments  | Continue 


Out Of Order retrospective: A-hunting pixels we shall go
By Tim Furnish

Tim Furnish isn't too fond of hunting for small objects in big places. In this article Tim discusses solutions he could've used to avoid these pixel-hunting puzzles in his game Out of Order.

16 Comments  | Continue 


Out Of Order retrospective
By Tim Furnish

This article is the introduction to a series of articles in which Tim Furnish looks back on developing "Out of Order", his critically acclaimed adventure game.

8 Comments  | Continue 


Visual Character Design
By Nathan Hansen

A personal insight into how to get that perfect look for your adventure game characters.

18 Comments  | Continue 


Just Like Monkey Island
By Deirdra Kiai

Deirdra Kiai outlines the continuing evolution of her personal game design philosophy, starting from imitation and moving on towards innovation and beyond.

14 Comments  | Continue 


Looking Back: The Apprentice
By Jussi Eskelinen

The Apprentice is an amateur adventure game by Herculean Effort, released in 2003. It won four AGS Awards and four awards from the (now defunct) The Crow's Nest. How does one look at an older amateur adventure game today, and where does the Apprentice stand now in the still short history of the tiny niche called amateur adventure games?

9 Comments  | Continue 


Going Commercial
By Chris Tolworthy

Can you make a living as an independent adventure games developer? Chris Tolworthy, an independent developer himself, has performed some research, and shares his findings with you in this article.

23 Comments  | Continue 


A word with Steve Ince
By Erwin Broekhuis

Adventure Developers talks to Steve Ince about his recently founded company, his own forthcoming game, and about independent game development in general.

3 Comments  | Continue 


The Cold Hotspot: Part 4
By Beiddie Rafól

Not all hope is lost as adventure developers are steering the genre towards the future. We're starting to see signs of reliable conventions being refined, and outright innovation in concept and design. Beiddie ends the series on a very optimistic, yet realistically watchful note.

5 Comments  | Continue 


The Cold Hotspot: Part 3
By Beiddie Rafól

Why are excellent titles like Grand Theft Auto and Half-Life 2 buzzwords on everyone's lips while another good title like Moment Of Silence is just that - silent? The publishers and marketers know the answer. Or do they?

12 Comments  | Continue 


Review manifesto
By John Campbell

Adventure Developers is going to review independent/amateur adventure games, and is looking for reviewers. Our reviews are going to be a little different from what you're used to, though. John Campbell explains how and why.

2 Comments  | Continue 


The Cold Hotspot: Part 2
By Beiddie Rafól

What happened that caused the adventure game to slip into relative obscurity and be largely ignored by the media and the rest of the world? Maybe the games of other genres can give us a clue.

2 Comments  | Continue 


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The Dream Machine: Reviewing Chapters 1 to 3
By Erwin Broekhuis

We review the first 3 chapters of The Dream Machine, a point & click adventure game made out of clay and cardboard.

Continue 



Our regular features tied together, for your convenience:

 Eye on amateur adventure
 Out Of Order retrospective
 The Cold Hotspot
 The Importance of Story
 Tiller Techniques



Popular features based on amount of hits:

1) 21 Adventure game design tips
By: Bill Tiller, Larry Ahern

2) Visual Character Design
By: Nathan Hansen

3) The Cold Hotspot
By: Beiddie Rafól

4) Puzzle Theory
By: Blake Speers

5) Going Commercial
By: Chris Tolworthy

 
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